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Simulationist Question on PoL
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<blockquote data-quote="Clawhound" data-source="post: 4142243" data-attributes="member: 63041"><p>I assume a "sphere of influence" for any town or village large enough to sustain it. As most American frontier towns, I assume that they use as many local resources as possible. I assume that they produce something that they can trade with other locales. I assume that roads may be dangerous, but that organize efforts can move items reliably. When things grow unreliable, that's where heroes come in.</p><p></p><p>In addition, I also assume many magical skills among the populace. For tech, I have armor made from magically reinforced or special pottery, bone, seashells, wood, and so forth. Weapon include similar to koas (shark-tooth swords), such as dragon-tooth swords, pottery-shard swords, thorn-swords, etc.</p><p></p><p>My suggestion to you is this: when you run into a "box" problem, then you have a terrific opportunity for your location to develop a new solution to a problem.</p><p></p><p>Have no metal? Maybe they have a vein of magical clay that makes a metal-hard ceramic. Maybe they abandon swords for low-metal items such as spears and studded clubs, or no metal items such as clubs, staffs, and slings.</p><p></p><p>Need housing? Maybe they live differently. Maybe more people live in a single house, such as a lodge or a hall. Maybe people dig holes in the ground. Maybe they build tents from mammoth tusks, or dragon bones from the dragon graveyard nearby. </p><p></p><p>You do not need to solve all the problems of your community. You only need to solve the glaring problems. If a people are near water, there is no water problem to solve. In a desert, water is a problem to solve. </p><p></p><p>A town in a good agricultural area on a trade route does not have a problem. The same town with its trade route cut off does have a problem. </p><p></p><p>Where possible, think of problems that a location may have that can be solved by adventurers. Has the town's water supply been corrupted by a black dragon? Has the town's temple, located in the ancient ruins nearby, been overrun by orcs or goblins? Are strange creatures appearing in the mines? </p><p></p><p>In my opinion, when you identify problems in your location that can be solved by adventuring, then you have a wonderful genesis for game ideas.</p></blockquote><p></p>
[QUOTE="Clawhound, post: 4142243, member: 63041"] I assume a "sphere of influence" for any town or village large enough to sustain it. As most American frontier towns, I assume that they use as many local resources as possible. I assume that they produce something that they can trade with other locales. I assume that roads may be dangerous, but that organize efforts can move items reliably. When things grow unreliable, that's where heroes come in. In addition, I also assume many magical skills among the populace. For tech, I have armor made from magically reinforced or special pottery, bone, seashells, wood, and so forth. Weapon include similar to koas (shark-tooth swords), such as dragon-tooth swords, pottery-shard swords, thorn-swords, etc. My suggestion to you is this: when you run into a "box" problem, then you have a terrific opportunity for your location to develop a new solution to a problem. Have no metal? Maybe they have a vein of magical clay that makes a metal-hard ceramic. Maybe they abandon swords for low-metal items such as spears and studded clubs, or no metal items such as clubs, staffs, and slings. Need housing? Maybe they live differently. Maybe more people live in a single house, such as a lodge or a hall. Maybe people dig holes in the ground. Maybe they build tents from mammoth tusks, or dragon bones from the dragon graveyard nearby. You do not need to solve all the problems of your community. You only need to solve the glaring problems. If a people are near water, there is no water problem to solve. In a desert, water is a problem to solve. A town in a good agricultural area on a trade route does not have a problem. The same town with its trade route cut off does have a problem. Where possible, think of problems that a location may have that can be solved by adventurers. Has the town's water supply been corrupted by a black dragon? Has the town's temple, located in the ancient ruins nearby, been overrun by orcs or goblins? Are strange creatures appearing in the mines? In my opinion, when you identify problems in your location that can be solved by adventuring, then you have a wonderful genesis for game ideas. [/QUOTE]
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